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11-21-17 08:33 PM
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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Platinatic
Posted on 09-25-16 10:49 AM Link | #77975
Posted by Sparsite
perhaps, but that texture ingame is only abour 2 colors, so I doubt the game would knock it down that much.

Yeah, I found that a little strange.
It's like to the point where it's 8-bit.
I can still see some gray dots in there though.

Sparsite
Posted on 09-25-16 12:49 PM Link | #77979
Posted by Platinatic
Yeah, I found that a little strange.
It's like to the point where it's 8-bit.
I can still see some gray dots in there though.


There has to be something wrong when importing. Why would sm64ds allow up to 128x128 textures and only allow a palette of about 5-10 colours.

This, plus the lighting, plus the fact that white textures get filtered red. If these aren't fixable I'm done trying to import custom levels.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

pacmainia&luigi
Posted on 09-29-16 09:48 PM Link | #78086
I was importing a model and some of my faces became see- through and some of my UV maps got messed up. Here's an image if you don't know what I mean:[image]
how do I fix this?

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Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

Sparsite
Posted on 10-02-16 12:59 AM Link | #78174
SM64DSe crashes when I open a specific obj file. Why?

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Super-toad 65
Posted on 10-02-16 04:55 AM Link | #78175
What file is that? Is that original or custom? I found something similar on NSMBe a lot of time ago

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Sparsite
Posted on 10-02-16 12:53 PM (rev. 2 of 10-02-16 12:53 PM) Link | #78179
Posted by Super-toad 65
What file is that? Is that original or custom? I found something similar on NSMBe a lot of time ago


Not sure what you mean by original or custom. The map is completely fine and I can import it in both sketchup and blender without errors but sm64dse crashes like a little bitch. (Im fed up with level importing if you couldn't tell, lol.)

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

pacmainia&luigi
Posted on 10-02-16 01:35 PM Link | #78181
Posted by Sparsite
Not sure what you mean by original or custom. The map is completely fine and I can import it in both sketchup and blender without errors but sm64dse crashes like a little bitch. (Im fed up with level importing if you couldn't tell, lol.)

Cheeck the poly count and the normals.

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Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

Sparsite
Posted on 10-02-16 02:57 PM (rev. 2 of 10-02-16 02:57 PM) Link | #78182
Posted by pacmainia&luigi
Cheeck the poly count and the normals.


poly count is 2k, not sure what you mean by normals but i'd assume its something in the .mtl file

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Platinatic
Posted on 10-02-16 04:22 PM Link | #78183
Posted by Sparsite
poly count is 2k, not sure what you mean by normals but i'd assume its something in the .mtl file

Normals are the way the faces are facing, if they face the wrong way you will fall through them because collision is only one sided.

Sparsite
Posted on 10-02-16 04:31 PM (rev. 4 of 10-03-16 10:09 PM) Link | #78184
Posted by Platinatic
Normals are the way the faces are facing, if they face the wrong way you will fall through them because collision is only one sided.


Not sure what that has to do with the model importer crashing with a specific obj file but my normals are fine.

EDIT: Ok so apparently, my obj is crashing blender too. Which makes sense (it doesnt actually) and all because I exported it from blender and then try to import it back in and it doesn't work. Anyway, selecting the OBJ file crashes the editor, and reopening and checking the stage permanently fucks up my stage to the point where nothing loads and I cant even press the red X in the top right without getting an error.

[image]

Tryed a .dae and it crashes too.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

Sparsite
Posted on 10-09-16 08:08 PM (rev. 5 of 10-09-16 08:15 PM) Link | #78465
I'm not sure what this game's problem is with its the ASM Patch Template, but they they need to work out their issues because this code is crashing for no reason what so ever.

int TmpX = 0;
int TmpY = 0;
int TmpZ = 0;

void hook_020e50ac()
{
if (KEY_STATES_ALL == 68) //Select + DPad Up
{
LoadLevel(CURRENT_ENTRANCE_LEVEL_LEVEL_ID, CURRENT_ENTRANCE_LEVEL_ENTRANCE_ID, 0xFFFFFFFF, 1);
}
if (KEY_STATES_ALL == 36) //Select + Left
{
TmpX = PLAYER->xPos;
TmpY = PLAYER->yPos;
TmpZ = PLAYER->zPos;
}
if (KEY_STATES_ALL == 20) //Select + Right
{
PLAYER->xPos = TmpX;
PLAYER->yPos = TmpY;
PLAYER->zPos = TmpZ;
}
}

It gives me a white screen when a file is selected.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

pacmainia&luigi
Posted on 10-11-16 02:22 PM Link | #78545
how do i add a penguin to the castle grounds object bank?

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Sparsite
Posted on 10-11-16 03:39 PM Link | #78546
Posted by pacmainia&luigi
how do i add a penguin to the castle grounds object bank?


hmm... I like that idea, swapping certain objects in object banks. I don't know much about object banks, but it seems like it would be easy. Although im certain Fiachra is the only one who would be able to figure it out.

Just checked two object constructors in the same bank setting and nothing seemed to match regarding the bank setting number so I'm all out of ideas, lol.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

pacmainia&luigi
Posted on 10-11-16 03:49 PM (rev. 3 of 10-11-16 03:50 PM) Link | #78548
Posted by Sparsite
hmm... I like that idea, swapping certain objects in object banks. I don't know much about object banks, but it seems like it would be easy. Although im certain Fiachra is the only one who would be able to figure it out.

Just checked two object constructors in the same bank setting and nothing seemed to match regarding the bank setting number so I'm all out of ideas, lol.

I have somewhat of an idea, but I may need to do some planning, as my computer is down and theres no research or trial and error stuff, for me right now.

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

Sparsite
Posted on 10-11-16 04:13 PM (rev. 2 of 10-11-16 04:16 PM) Link | #78550
Posted by pacmainia&luigi
I have somewhat of an idea, but I may need to do some planning, as my computer is down and theres no research or trial and error stuff, for me right now.


If you don't understand asm, chances are you won't be able to figure it out. If I had to guess, object banks are loaded via overlays since all the object behaviours/constructors seem to be in overlays. You would probably have to swap the objects in the overlays. Maybe there is some sort of pointer pointing to each objects constructor or something like that though, and you could make it point to a different object. These are just my assumptions without any actual research.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

pacmainia&luigi
Posted on 10-14-16 06:46 PM Link | #78740
Posted by Sparsite
If you don't understand asm, chances are you won't be able to figure it out. If I had to guess, object banks are loaded via overlays since all the object behaviours/constructors seem to be in overlays. You would probably have to swap the objects in the overlays. Maybe there is some sort of pointer pointing to each objects constructor or something like that though, and you could make it point to a different object. These are just my assumptions without any actual research.

I think fiachra said that the object bank has something to do with the xml file. not sure what, though..

____________________
Waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka waka.........

MC708
Posted on 10-15-16 10:41 AM Link | #78775
How many polygons can this SM64DS handle in a map? Would it be enough to make a semi open-world level?

____________________
Hype

Sparsite
Posted on 10-15-16 01:42 PM Link | #78784
Posted by MattCrafter
How many polygons can this SM64DS handle in a map? Would it be enough to make a semi open-world level?


A little over 5000 polygons

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP

FFIVGUY
Posted on 11-02-16 01:36 PM Link | #79426
I looked through the games files, but I can't seem to find what I am looking for. I am looking for the file(s) for the character stats, such as, speed, weight, strength, and jump height. So, can somebody help me figure out where they might be? Or are they hardcoded into the game?

Sparsite
Posted on 11-02-16 04:00 PM (rev. 2 of 11-02-16 04:01 PM) Link | #79427
Posted by FFIVGUY
I looked through the games files, but I can't seem to find what I am looking for. I am looking for the file(s) for the character stats, such as, speed, weight, strength, and jump height. So, can somebody help me figure out where they might be? Or are they hardcoded into the game?


The limits aren't stored in ordinary files. if I had to guess, most or all of what you are loooking for is stored somwhere in overlay 2 because this overlay handles all the player controls and is always loaded. You could also modify stuff such as speed by simply using the asm patch template. The hover example has a hook that runs every frame, just go PLAYER->forwardSpeed = modified_speed; you would havd to figure out the other values though in RAM watch.

____________________
ASMR:
*quietly whispers*
move r0 r7
push r4 to r14
load register r4 into r0
POP
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Main - General SM64DS hacking - SM64DS Editor Help Thread - Post your questions here New reply

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